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turn off the TV posted:No like that guy went on to form a duo group called The Yes Men who do weird corporate pranks to this day. The other member is the only other person who has claimed any affiliation with RTmark. I think he finally gave a clear account in a book he wrote. Best Yes Men prank to date was when they blagged their way onto the BBC as representatives of Dow Chemicals, and said they accept full responsibility for and offer a formal apology for, the Bhopal disaster.
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# ? Feb 1, 2018 00:49 |
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# ? May 24, 2024 12:54 |
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i took it upon myself to fix the tragic lack of big american warehouses on the workshop -- Modular Prewar Warehouse Pack
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# ? Feb 4, 2018 04:52 |
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Is there anything worthwhile in the Natural Disasters DLC if I'm not actually interested in having natural disasters?
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# ? Feb 17, 2018 10:54 |
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Not really
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# ? Feb 17, 2018 16:14 |
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Jack Trades posted:Is there anything worthwhile in the Natural Disasters DLC if I'm not actually interested in having natural disasters? It's got helicopters and some really nice QOL features that should just be in the base game.
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# ? Feb 17, 2018 16:47 |
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Jack Trades posted:Is there anything worthwhile in the Natural Disasters DLC if I'm not actually interested in having natural disasters? No. turn off the TV posted:some really nice QOL features that should just be in the base game. This is the first I've heard of this - what QOL features does Natural Disasters have?
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# ? Feb 17, 2018 17:01 |
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Bold Robot posted:This is the first I've heard of this - what QOL features does Natural Disasters have? Disaster response units clear damaged buildings. If a building burns down or collapses due to flood water they will send out a truck or helicopter, clear the building and return whatever pops you just lost, at which point the building usually repairs itself on its own.
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# ? Feb 17, 2018 17:09 |
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Hm yeah, that's pretty decent. Doesn't sound like it makes the DLC worth purchasing and sounds like itturn off the TV posted:should just be in the base game.
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# ? Feb 17, 2018 17:14 |
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turn off the TV posted:Disaster response units clear damaged buildings. If a building burns down or collapses due to flood water they will send out a truck or helicopter, clear the building and return whatever pops you just lost, at which point the building usually repairs itself on its own. I don't know much about how the game works. How is that different from an Auto Bulldoze mod?
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# ? Feb 17, 2018 17:43 |
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So helicopter emergency services, disaster response units, and clean water pumps.
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# ? Feb 17, 2018 17:49 |
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I just discovered that alt+f4 quits without prompting to save. Sigh.
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# ? Feb 17, 2018 17:49 |
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Jack Trades posted:Is there anything worthwhile in the Natural Disasters DLC if I'm not actually interested in having natural disasters?
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# ? Feb 17, 2018 17:54 |
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Jack Trades posted:I don't know much about how the game works. Auto bulldoze demolishes damaged and abandoned buildings. The disaster relief/response agents allow the damaged building to be repaired, as in your level 5 residential building with 30 cims will be repaired as the same level 5 residential building with 30 cims. It makes playing cities with hand plopped buildings a lot less frustrating.
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# ? Feb 17, 2018 17:59 |
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turn off the TV posted:Auto bulldoze demolishes damaged and abandoned buildings. The disaster relief/response agents allow the damaged building to be repaired, as in your level 5 residential building with 30 cims will be repaired as the same level 5 residential building with 30 cims. Ah, okay. That really should be a default feature then.
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# ? Feb 17, 2018 18:01 |
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turn off the TV posted:Auto bulldoze demolishes damaged and abandoned buildings. The disaster relief/response agents allow the damaged building to be repaired, as in your level 5 residential building with 30 cims will be repaired as the same level 5 residential building with 30 cims. Or you can play with disasters off and a "No Abandonment" mod installed
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# ? Feb 17, 2018 23:14 |
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Yeah I got no-abandonment mod plus a mod that makes it so flooding can never actually destroy things. RIP hundreds of hand-placed props before that though
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# ? Feb 17, 2018 23:16 |
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Albino Squirrel posted:If you get Natural Disasters, even if you keep random disasters turned off, once in a while an entire hillside will burn down for no reason. It's like living in California! Really you could probably skip Natural Disasters - I got it because completionist but really the tsunamis are a massive pain in the arse in particular. They go on forever especially when you get the waves coming BACK after you think the worst of it is over.
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# ? Feb 18, 2018 11:29 |
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The Deadly Hume posted:Yeah it seems pretty familiar to me in Australia too. (Why did California plant so many gum trees? Everyone goes on about how dangerous the animals are, but they're manageable, the most dangerous thing is the trees!) California already had fire-propagating trees of their own, although to be fair I don't think they were near as fire-propagating as gum trees are.
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# ? Feb 18, 2018 13:08 |
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The Deadly Hume posted:(Why did California plant so many gum trees? Everyone goes on about how dangerous the animals are, but they're manageable, the most dangerous thing is the trees!) The way I always heard it growing up in Oakland is that by around 1910 or so all of the oaks had been cut down to rebuild San Francisco after the 1906 earthquake/firestorm and to generally build up the area, which was growing a lot at that time. Some investors realized that eucalyptus grows really well in the Bay Area's climate and planted a bunch of it in the hills, hoping to use it for building materials. But it turned out that the wood was super low quality, so it just kind of got left there. This didn't work out very well.
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# ? Feb 18, 2018 15:46 |
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donoteat posted:i took it upon myself to fix the tragic lack of big american warehouses on the workshop -- Modular Prewar Warehouse Pack Took a look at your workshop and it's all pretty much fantastic, great work!
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# ? Feb 18, 2018 16:23 |
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so i had the idea to deal with sewage without polluting the water sources by just digging a poo poo lagoon and putting my drainage stations there, and turning them off and doing a new poo poo lagoon when it got full things went as planned until i started getting notices about citizens needing a pumping service at which point I looked over at the poo poo lagoon and realized that a loving tsunami of poo poo water was flooding my city e: basically this game is incredible e2: watching cars get carried off into god knows where by the tidal wave of poo is one of the funniest things that has ever happened to me in any city builder e3: OH GOD I MADE IT WIDER AND NOW IT'S JUST OVERFLOWING EVEN HARDER e4: behold Cannburg, turned into a new Sodom and Gomorrah by the combined pooping might of 4000 people see that second river? that's all poo WeedlordGoku69 fucked around with this message at 22:12 on Feb 27, 2018 |
# ? Feb 27, 2018 22:02 |
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LORD OF BOOTY posted:so i had the idea to deal with sewage without polluting the water sources by just digging a poo poo lagoon and putting my drainage stations there, and turning them off and doing a new poo poo lagoon when it got full Something you can do to deal with this in an actually functional way is install the extra terrain tools mod and put in a water source in your poogoon. Sink it down to the lowest it will go, and it will simply delete the poo.
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# ? Feb 28, 2018 00:38 |
Also remember that the outflow pipe thingies create a set amount of outflow, regardless of what your city's actual poop volume is. poo poo lagoons can work even without a water source deleting the poop, as long as you limit the outflow thingies to the bare minimum required.
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# ? Feb 28, 2018 01:20 |
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LORD OF BOOTY posted:see that second river? that's all poo Ah yes. Everyone learns the poop lesson soon enough.
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# ? Feb 28, 2018 01:23 |
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dragonshardz posted:Something you can do to deal with this in an actually functional way is install the extra terrain tools mod and put in a water source in your poogoon. Sink it down to the lowest it will go, and it will simply delete the poo. I downloaded a custom map that had this feature by default. I’m not sure how they did it, but it had a massive lake which I discovered could have as much poo poo pumped into it as I wanted without ever overflowing. I made it the centrepiece of my utilities outpost. It was fantastic. The best thing about it was that it was located on a hill above the city, so if I ever got bored I just stuck a bunch of canals over the edge and created a giant disgusting waterfall which devastated the CBD in the worst possible way.
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# ? Feb 28, 2018 02:10 |
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As always, the obvious Right Thing™ to do is to build a proper poop crater that you can line with poop power plants and take that infinite flow and turn it into infinite perhaps-not-entirely-green poop energy.
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# ? Feb 28, 2018 05:06 |
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I just check which edge of the map the currents go out from, and stack outflow next to that edge. I pump in from opposite end.
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# ? Feb 28, 2018 10:02 |
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Wooden cars? With open platforms? In the subway? What could go wrong? donoteat fucked around with this message at 22:34 on Feb 28, 2018 |
# ? Feb 28, 2018 21:01 |
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I've come back to Skylines after clearing out my Christmas sale backlog, and I wish there were a more 'organic' way of developing from a hamlet to a village to a small town to a big town to a city to MegaCityOne. Right now my usual city-building tactic is to build a roundabout from the initial highway junction, but by the time I've built up a sizeable population I'm having to raze everything to the ground to accommodate new services and add road arteries; it works in-game because Cims are perfectly fine with forced overnight relocations from their suburban enclaves into new housing elsewhere, but it sticks in my teeth a little. Instead, I'd love to build up a rural farming community from a single 'Main Street', or a railway village built around a single crossroads. I suppose what I'm asking is: are there any user-made maps out there with a partial transport network already in place, that I can 'fill in the gaps' and develop myself?
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# ? Mar 3, 2018 10:51 |
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I'd be curious too. I think the choice between awkwardly expanding or pre-planning everything always makes me bounce off the game. I don't think I've ever made it through the normal progression.
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# ? Mar 4, 2018 00:33 |
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I don't think the highway connection needed from the beginning lends itself to natural expansion. It's always irked me and felt awkward until the city has expanded enough to encompass the starting highway.
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# ? Mar 4, 2018 01:40 |
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John Murdoch posted:I'd be curious too. I think the choice between awkwardly expanding or pre-planning everything always makes me bounce off the game. I don't think I've ever made it through the normal progression. I just realized that this is why I stopped playing Skylines a year ago. It's exactly this.
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# ? Mar 4, 2018 01:47 |
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If my industrial areas are short on employees, would it be better to build low density or high density residential?
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# ? Mar 8, 2018 03:49 |
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I don't understand why commercial happiness is always like 10% lower than residential, office, or industrial happiness in every city I build. Is there a mechanic I'm not really understanding or is this a common problem for everyone?
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# ? Mar 8, 2018 04:00 |
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SkunkDuster posted:If my industrial areas are short on employees, would it be better to build low density or high density residential? I generally build high density, but the bigger problem comes from everyone eventually getting educated regardless of you only having one university.
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# ? Mar 8, 2018 18:39 |
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i dunno why i did this since it's the most niche station imaginable and has a totally impractical layout, but here's North Philadelphia Station.
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# ? Mar 13, 2018 06:29 |
dogstile posted:I generally build high density, but the bigger problem comes from everyone eventually getting educated regardless of you only having one university. In the long run it doesn't really matter because educated cims will eventually take a job of a lower education level, they just greatly prefer jobs of the correct education level. So they'll fill every last fancy schmancy office clerk job while the 7/11s all sit empty until finally there's not a single white-collar job left and then they will gradually lower themselves to bagging groceries and cutting trees. Education is probably the mechanic Skylines flubs the most, particularly in relation to the fact proximity and access only matter for largely-irrelevant happiness reasons. So many education levels and they're not really relevant to anything except which jobs your cims prefer, but there doesn't really seem to be much other weighting going to that: cims don't give a poo poo if they live and work on opposite sides of the map and will 'attend' a school on an island in the middle of the ocean with no access to the rest of anything so that they can continue to live in the same lovely house and maybe get a different, slightly better job, on a different other-side of the map. It's a fun nerd bonsai though. Traffic engineering is a satisfying little puzzle too.
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# ? Mar 13, 2018 06:41 |
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donoteat posted:i dunno why i did this since it's the most niche station imaginable and has a totally impractical layout, but here's North Philadelphia Station.
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# ? Mar 13, 2018 13:56 |
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I haven't played this in a few years and am thinking of picking it back up. What mods are worth getting these days? I am subscribed to all sorts of poo poo but who the heck knows if it's updated, broken, etc at this point. I'm mainly interested in QOL stuff and building/roadway variety especially of the non-micromanagement sort. How accurate is the OP on this stuff since it hasn't been updated since 2015 which coincidentally is about the last time I played this?
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# ? Mar 15, 2018 20:51 |
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# ? May 24, 2024 12:54 |
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Is there a mod that tells exactly what a building needs to level up instead of just the generic "provide more services or raise the land value"?
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# ? Mar 16, 2018 14:38 |